CI / build-test (push) Failing after 1m7s
Collisions: init bucket heads to -1 (QueryAabb hung before the first rebuild), reset query stamps on truncated QueryAabb (later queries silently dropped entities), inside-origin raycasts hit at fraction 0 for circles too, exactly-touching boxes now pair like touching circles. Graphics: render into the letterbox viewport so the picture matches ScreenToWorld/WorldToScreen instead of stretching; Y-sort by the transform pivot rather than the quad center; lock-free snapshot LayerRegistry (parallel submit read it unsynchronized); validate InitialCapacity; warn when UseRenderer2D drops options of a later scene. Core: scenes are explicitly single-use (re-loading threw silently duplicated systems/entities before — now it throws), Scene.RegisterUnload for per-scene resources, a switch requested during the reveal phase covers again instead of hard-swapping, borderless fullscreen (HardwareModeSwitch off), InputCapture service for input-suppressing overlays, host disposes the transition renderer and IDisposable services on shutdown. Input: game input reads as released while InputCapture is held; mouse position and wheel freeze so deltas stay zero. DevConsole: holds InputCapture while open (typing no longer drives the camera), Revision increments only under the lock, quoted command arguments, history capped at 256. UI: scene Desktop skips Myra input processing while the console is open (clicks no longer fall through), is disposed on scene unload, and Myra init no longer depends on a process-static flag. Audio: validate channel count/sample rate before stopping the previous track, empty looped oggs no longer hang FillBuffers, the instance stops when a non-looping track drains (IsPlaying was stuck true). Atlases: metadata v2 stores per-source size+mtime snapshots, so timestamp-preserving copies and renames invalidate correctly; loader checks the version and disposes pages on partial load failure; shared pages never exceed a non-POT MaxPageSize; oversized items pack first onto exact-size pages instead of splitting an open shared page; the CLI validates numeric options. Assets.Generator: file names are escaped in XML docs and string literals, members no longer collide with the enclosing class (CS0542), and the Assets root is resolved against build_property.projectdir so nested "Assets" directories do not shift region paths. Pathfinding: queries throw when the grid was resized after construction; generation stamps survive int overflow. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
139 lines
4.6 KiB
C#
139 lines
4.6 KiB
C#
using Microsoft.Xna.Framework.Audio;
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using MrGameEng.Core;
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using NVorbis;
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namespace MrGameEng.Audio;
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/// <summary>
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/// Streams ogg music from disk through a <see cref="DynamicSoundEffectInstance"/> using NVorbis.
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/// One track plays at a time; samples are decoded on demand in ~0.5 s buffers, so even long
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/// tracks use almost no memory.
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/// </summary>
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public sealed class MusicPlayer : IDisposable
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{
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private const int BufferedSubmissions = 3;
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private VorbisReader? _reader;
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private DynamicSoundEffectInstance? _instance;
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private float[] _sampleBuffer = [];
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private byte[] _byteBuffer = [];
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private bool _loop;
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private float _volume = 1f;
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/// <summary>Volume 0..1 applied to the playing and future tracks.</summary>
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public float Volume
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{
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get => _volume;
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set
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{
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_volume = Math.Clamp(value, 0f, 1f);
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if (_instance is not null)
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{
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_instance.Volume = _volume;
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}
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}
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}
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/// <summary>True while a track is playing (not stopped or paused).</summary>
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public bool IsPlaying => _instance?.State == SoundState.Playing;
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/// <summary>Starts streaming <paramref name="track"/>, stopping the previous one.</summary>
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public void Play(MusicTrack track, bool loop = true)
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{
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// Валидация до Stop(): негодный файл не должен обрывать играющий трек.
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var reader = new VorbisReader(track.FullPath);
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if (reader.Channels is < 1 or > 2)
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{
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reader.Dispose();
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throw new NotSupportedException(
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$"Music '{track.FullPath}' has {reader.Channels} channels; only mono and stereo are supported.");
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}
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if (reader.SampleRate is < 8000 or > 48000)
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{
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reader.Dispose();
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throw new NotSupportedException(
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$"Music '{track.FullPath}' has sample rate {reader.SampleRate} Hz; supported range is 8000–48000 Hz.");
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}
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Stop();
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_loop = loop;
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_reader = reader;
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// ~0.5 seconds of samples per submitted buffer.
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var samplesPerBuffer = _reader.SampleRate * _reader.Channels / 2;
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_sampleBuffer = new float[samplesPerBuffer];
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_byteBuffer = new byte[samplesPerBuffer * 2];
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_instance = new DynamicSoundEffectInstance(
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_reader.SampleRate,
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_reader.Channels == 1 ? AudioChannels.Mono : AudioChannels.Stereo)
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{
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Volume = _volume,
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};
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_instance.BufferNeeded += (_, _) => FillBuffers();
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FillBuffers();
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_instance.Play();
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}
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/// <summary>Pauses the current track.</summary>
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public void Pause() => _instance?.Pause();
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/// <summary>Resumes a paused track.</summary>
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public void Resume() => _instance?.Resume();
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/// <summary>Stops playback and releases the decoder.</summary>
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public void Stop()
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{
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_instance?.Dispose();
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_instance = null;
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_reader?.Dispose();
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_reader = null;
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}
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/// <inheritdoc />
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public void Dispose() => Stop();
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private void FillBuffers()
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{
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if (_instance is null || _reader is null)
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{
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return;
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}
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while (_instance.PendingBufferCount < BufferedSubmissions)
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{
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var read = _reader.ReadSamples(_sampleBuffer, 0, _sampleBuffer.Length);
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if (read == 0)
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{
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// SamplePosition > 0 отличает конец трека от пустого файла: после перемотки
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// на 0 повторный read == 0 не зацикливается, а завершает воспроизведение.
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if (_loop && _reader.SamplePosition > 0)
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{
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_reader.SamplePosition = 0;
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continue;
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}
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// Конец незацикленного трека (или пустой файл): когда буферы доиграли,
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// останавливаем инстанс — иначе IsPlaying остаётся true навсегда.
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if (_instance.PendingBufferCount == 0)
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{
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_instance.Stop();
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}
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return;
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}
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for (var i = 0; i < read; i++)
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{
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var sample = (short)(Math.Clamp(_sampleBuffer[i], -1f, 1f) * short.MaxValue);
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_byteBuffer[i * 2] = (byte)sample;
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_byteBuffer[i * 2 + 1] = (byte)(sample >> 8);
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}
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_instance.SubmitBuffer(_byteBuffer, 0, read * 2);
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}
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}
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}
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